Total Chaos

Total Chaos is a six-level survival horror-themed total conversion for Doom II, created by Sam Prebble (wadaholic). First conceptualized in 2008, development for Total Chaos began in 2012, with a demo being first released on November 8, 2016, while the complete version was finally released on October 30, 2018. As of January 23, 2021, the newest release is version 1.32, Directors Cut. It requires GZDoom to run due to the usage of 3D models, which is included to make for a standalone game. A lower resolution version of this mod for older computers known as Total Chaos - Retro Edition was released on December 19, 2018. While an extended version of the mod known as Total Chaos - Directors Cut was released on August 27 2020.

It received one of the 2018 Cacowards in the Mordeth category.

Description
The game takes place entirely on the fictional island of Fort Oasis, a mining colony that has been completely abandoned and is heavily decayed, the streets looking dark and grim with nature slowly beginning to reclaim the underground areas. You assume the role of a voiceless, faceless protagonist, a Coast Guard, who has seemingly shipwrecked onto the island while responding to a distress call. There is no contact or voice acting throughout the game with the exception of an eerie voice over a radio. Throughout the game, you follow the voice's directions of where to go with the promise of answers at the end. Along the way, the player can find letters and notes that serve to eventually piece together the entire story of the game.

While on the island, you will encounter a multitude of enemies in the form of horrifying creatures, such as brutes that can sprint at you and attack you with double hits, or spiders that spit acid, all being extremely tough and relentless, forcing the player to think on their feet and come up with different strategies to take them down or bypass them completely.

The player starts out unarmed but can collect weapons throughout the game, mostly melee weapons like pickaxes and knives that can break if used too excessively. Guns are introduced later in the game (most being older model weapons from the WWII/Cold War era), but ammo for them is very sparse. These both mean the player will have to use weapons sparingly and pick and choose their battles.

Features

 * Status system. To stay alive in Fort Oasis, one must keep track of their health, stamina, radiation, hunger and bleed.
 * Health is self explanatory. If one's health is depleted, they will die.
 * Stamina affects the one's ability to dash and to charge attacks. Hunger affects stamina, reducing stamina restoration rate. Stamina restores on its own.
 * Radiation keeps track of radiation damage. Radiation can be increased by staying at certain radiation-filled areas or by eating rotten food. If the amount of radiation reaches its threshold, one will take constant health damage. Radiation cannot decrease by its own, it can only be decreased by using various drugs.
 * Hunger points slowly, but constantly increases overtime. It can also be increased by using melee weapons or by using various drugs. This will decrease stamina restoration rate. If the amount of hunger points reaches its threshold, they will take constant health damage due to starvation. Eat food to decrease hunger.
 * Bleed keeps track of whenever if one's bleeding due to damage or various items. Health will deplete if one has bleeding. Use medical items to stop bleeding.
 * A journal system, which expands the lore of those who lived in Fort Oasis. It can also be used to give clues to a certain puzzle or location.
 * Limited inventory, in which the player can open the inventory to use items (to heal one's self using a medkit), combine items (to repair weapons), as well as equipping various weapons.
 * Combining system, two or more items can be used to combine to make a new item (such as repairing weapons).
 * The player can dash by pressing the dash key (defaults to Shift) as long as the player has enough stamina.
 * New Game+. Players can enter a code in order to enter the game in New Game+, which gives the player a Super Shotgun and adds a new enemy, the Hunter.

Levels
All levels were designed by Sam Prebble (wadaholic). All levels do not have an intermission screen.


 * Chapter 1: Arrival
 * Chapter 2: Decay
 * Chapter 3: Surface
 * Chapter 4: Regression
 * Chapter 5: Chaos
 * Final Chapter: Resolve

Weapons
Total Chaos replaces the weapons originally found in Doom and adds several new weapons. As this mod is mostly on the horror theme, firearms are included but ammo for the respective weapons are difficult to find. The player mostly relies on melee weapons which can be broken, repaired and upgraded. There are also throwables which can be thrown to achieve various effects at their respective offhand slot. All weapons occupy 4 slots in a square shape. Note that a few melee weapons cannot be repaired once broken.

Melee weapons can perform a three-hit combo, which deals more damage upon hitting them consecutively. If one is using a two-handed weapon, using the alternate fire button allows to charge and swing the weapon with more damage, but at the cost of stamina.

Ranged weapons have very limited ammo and need to be reloaded once it runs out. The Shotgun and the Super Shotgun can melee enemies using the alternate fire button, also allowing to perform a three-hit combo.

The player also has one offhand "weapon" which is briefly used before putting it back in during some sequences of the game, being the walkie-talkie radio.


 * Wrench
 * Nailed Board
 * Shiv
 * Scissors
 * Small sledgehammer
 * Small Axe
 * Small spade
 * Hammer
 * Sledgehammer
 * Bat
 * Axe
 * Pickaxe
 * Tire iron
 * Spade
 * Pole
 * Nailed Pole
 * Knife
 * Butcher's Knife
 * Small Explosive: An explosive which is used for mining, can be used as a throwable. Deals damage in an area.
 * Molotov Cocktail: A glass bottle containing lighter fluid, sealed with an oily rag. when thrown, creates a burning area on the ground, capable of roasting most enemies in seconds.
 * Nailbomb: A crafted explosive, can be used as a throwable. Deals more damage in an area due to its nails coming out of it.
 * Brick: A throwable brick, which can be used for ranged combat. But not as much as the pistol.
 * Empty Bottle: A throwable bottle, which can be obtained by using bottle-based consumables.
 * Pistol: A semi-automatic pistol with an 8 round magazine. Magazines cannot be stacked, and ammo must be checked by holding the mouse over the magazine. Cannot be aimed nor used as a melee weapon.
 * Revolver: An incredibly powerful single-action 6-shooter, chambered in .357 magnum. Deals damage comparable to the Shotgun, but with even rarer ammo and an even shorter effective range.
 * SMG: A fully-automatic submachinegun, capable of shredding the foul denizens of the island. The magazines hold 30 rounds, and can only be hip fired, making short, controlled bursts a necessity.
 * Remington shotgun: A close-ranged pump action 12-gauge shotgun that can destroy monsters with less than two shells. But the user must practice trigger discipline, as shells for it are rare and slow to reload.
 * Super shotgun (SSG): A powerful double-barreled shotgun that can be acquired at the start of a NG+ or throughout the game. The player reloads with two shells at one time.

Monsters

 * Long Legs, a spider-like enemy encountered from chapters 2 onward that spits at the player to prevent them from moving, then attack with their sharp legs that cause high bleeding damage.
 * Stabbers, which are encountered first halfway through chapter 4, are humanoid-like creatures which will often just move towards the player, attempting to stab them with their sharp arms, similar to the Long Legs' legs. Best dealt with at range, has a flurry attack which is hard to deal with in close quarters.
 * Brutes are the basic and most common humanoid enemy in the game, dealing medium damage with decent speed, often having multiple types of attacks. From chapter 3 onwards they are mixed in with Super Brutes, which are a stronger, more resilient type of brute, both of which share a similar kind of attack pattern, though the super brutes have a double hit flurry instead of just a single hit sometimes. They also have what can be called a tick mode, where they suddenly stop and become enraged, which will make them increase in speed and give off a flurry of attacks if you're not able to move out of the way. Sometimes, brutes will throw rocks and empty bottles at you, which are quite hard to dodge and deal high damage.
 * Lost Souls are floating, often transparent and flickering balls of flesh, don't bother hitting them with a melee weapon, it is best to just throw a rock at them.
 * Sparkers are floating, humanoid-like beings which lunge at you mostly to get a good hit on you if you try and run away. Very weak but do a decent amount of damage, due to them being quite high up when they float. It's best to move or duck to get out of their way, first found in Chapter 1.
 * Eyebellies (not their actual name, their obituary message calls them a "Glare") are basically two humanoids merged together into one. Keeping direct eye contact will cause you to die instantly, similar to  controllers in how they work. They are found in Chapter 3 onwards.
 * Widows are the opposite of eyebellies, they kill you instantly if you keep too close to them, the best way to tell you're too close is by their screeches. The first is found in Chapter 2, and they are dotted around on Chapter 3 and onwards.
 * Splitters are easy to spot and rather easy to kill, first seen in chapter 3, where they are often mixed in with brutes for their similar behaviour. They have an instant kill move which is quite easy to notice due to them bending over, they are still rather susceptible to attacks during all stages, and are significantly weaker than brutes.
 * Drifters
 * Forgottens
 * Landmines

Secrets

 * An alternative ending can be achieved using the following steps, as seen in this video.